Simple Renderings Thread
- aleksandera
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- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
- PureSpider
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- Location: Karlsruhe, BW, Germany
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- Borgleader
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- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
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Kram1032:
NOT! Its only a little corner of a window - not a whole window. I would be impressed if there were blinds between the two pains of glass.
No, seriously I am joking - this is awesome stuff!!!
aleksandera's chic is also pretty damn cool - just how I like 'em: wet and naked. The bald thing must be an acquired taste...
NOT! Its only a little corner of a window - not a whole window. I would be impressed if there were blinds between the two pains of glass.
No, seriously I am joking - this is awesome stuff!!!
aleksandera's chic is also pretty damn cool - just how I like 'em: wet and naked. The bald thing must be an acquired taste...
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
CTZn:
Modeled in ZB. Displacement maps generated in ZB and they dont work in Indigo. There is only one high poly mash and two instances. The chick is
pure polimodeling.
Phr0stByte:
There is some hair, but this is only a region render.
Caronte:
Nice model. Just wonder, how much can you earn with stuff like this?
Chears!

Modeled in ZB. Displacement maps generated in ZB and they dont work in Indigo. There is only one high poly mash and two instances. The chick is
pure polimodeling.
Phr0stByte:
There is some hair, but this is only a region render.
Caronte:
Nice model. Just wonder, how much can you earn with stuff like this?
Chears!

I would not say that, just looks like they need a negative offset. If you have a chance, add and/or edit the <c> xml tag in displacement_map, like so:CTZn:
Modeled in ZB. Displacement maps generated in ZB and they dont work in Indigo.
Code: Select all
<displacement_map>
<uv_set>default</uv_set>
<path>textures\MAT_DISP-pCube2.tga</path>
<exponent>1</exponent>
<b>0.5</b>
<c>0.5</c>
</displacement_map>

Also ZBrush outputs the depth of the displacement map, it's a float value wich should be used as the offset. I've read that in a ZBrush to Maya workflow pdf IIRC.
It was a time where I could have been a modeling competitor...
wip.jpg
<nudity coming here too>
femi_crop.jpg
femi-4views.jpg
</nudity obviously wip, focused on the top of body> For the short story, it is initially based on the joan of arc tutorial; I brought it further. Yes, I was forced to use 3dsMax


obsolete asset
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